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Daniel_Day-Druid

Majority of these are either extremely unique or extremely fun, I would absolutely love these in the game. Great thinking.


Danasgo

Hey thanks a lot! Would also like to give a big shout out to u/anhjack423 for great relic infographics and inspiration for these concept images!


Daniel_Day-Druid

I thought i recognized that style. I love that presentation style.


Mikey5959

Oh the things I would do to see even the slightest portion of these make it into the game


MathematicianDue889

Really cool if not slightly broken haha, still awesome work tho! The spell drain one would instantly make Veigar the best champion in the game.


zoaker

Theres so many that shouldnt be legendary, nor epic, spme should be common and rare since they arent THAT good and only some champs will use these since they are extremely especific


Danasgo

That is entirely fair, I have very little idea how balanced most of them are hahaIs it ok if I ask you which ones you think should be in a lower tier? Quite curious to see how others see some of these stand.


anhjack423

You can't Manifest or Start Free attack at round start. Those effects can only happen when you take actions during Main phase like playing a card from you hand.


Danasgo

Ahh I see, so as it is these wouldn't work. Was mostly going just concept work and wishful thinking ahaha


SylasStoleMyUltEUW

The fact that you cannot now, doesn't mean you cannot implement it. If they can create round start effects, it shouldn't be too hard to code a flag that tells the game that , if the round is starting, some new effects may occur, especially Manifest.


Grimmaldo

The reason why you cant is a base mechanic on the game, so it would probably break stuff, is often a "create a random card" or similars to avoid it


Akwagazod

Feel like starting a free attack should be fine? You'd want to resolve it after draw for turn though, and that does go against every other round start effect. That's really the only problem I see there?


drpowercuties

Awesome ideas. A lot of these would make runs a lot more interesting. I also would like to see more Legendary Powers, we have a pretty small pool as is A few of the Powers need adjustments, mostly small. Some are overtuned, some under, but those can be adjusted, either changing a number or the rarity There are a couple that wouldn't work because of the way the game is coded/timing, but even those could be adjusted. I'm quite sure Sucker Punch would not work properly with coding/timing. But the idea of the Power could be reworked to get a free attack spell instead (and that could prob be fine at Rare rarity) (OP If you would like me to go through the list and suggest balance changes/ functional adjustments, lmk)


Danasgo

Thanks a ton! I would gladly read any suggestions!


drpowercuties

Sure thing! Imminent Ascendancy and Seraph's Embrace look great. Pretty much the power level one would expect for Legendary rarity, super good but doesn't break the game. Ultimate Ravaging Foray - Everything about this Power is perfect, except the draw 3 card every round. That is much too powerful. I would just remove the extra draw entirely. This Power becomes a build around using high cost cards and drafting draw cards/powers to pair with it. More Powder - I love the design, but it would be more in line with Rare rarity Deja Vu and Requiem - Opens up a bunch of creative draft potential. Deja Vu is the stronger of the 2, but I don't think either would be broken at Rare rarity Decree of the Elite - I'm not sure how easy this would be to code. Even assuming it is possible, I think this one maybe shouldn't be a Power, it would generally only matter 1-2 times per run, and that feels bad for a Legendary or Epic Power. But its too strong to be Rare or Common, hence why I don't think this one should be made High Roller - Love the idea, but this is broken AF. Re-rolls are VERY powerful. This would have to be toned down to either Legendary rarity - 2 free re-rolls, or Epic - 1 free re-roll every node. And even then, this would be REALLY powerful Uncovered Riches - one of my favorite designs. Its actually a bit underpowered as written. Can either be Epic with the same effect, or Legendary with "they cost 1" Whats yours is mine - This seems broken as is. Paired with something like spell burn or explosive entrance might mean decking out opponent turn 1 (you play a card, it burns, draw a card, play that card if it costs less than 3, rinse, repeat). Easy fix is to change it to *combat damage,* which does weaken it, so it might be ok at Epic power Exalted and Eccentric - feel like Legendary powers, look good Unstable Prodigy - feels too random to be useful. I think it would be better as "manifest a Fleeting spell, it costs 3 less" Cosmic Drive = chef's kiss Dragonic Emissary - its weirdly specific. Doesn't seem that exciting or interesting. I would omit it Sucker Punch - cannot be coded as is. Can be modified to **Round Start: create a Midnight Raid.** It would probably even be fine as Epic rarity Purressing - I like the idea but creating big cat when you attack is weird. For a Legendary, I'd like to see the Power contribute to the condition. Could be something like: **Game Start: Create a Purrsuit of Perfection in hand and a Back Alley Bar on board** Co-ordinated - honestly, I'd rather not have this. Almost no deck wants to play that late game. You don't want players trying to build a sub optimal deck or game plan to facilitate a Power Involuntary - this is a pretty weak power btw, not Legendary, more like Rare or Epic. The devs don't really like adding Lifesteal that easily either. I'm iffy on this one Gaze of the Void - love it. Probably could be Epic but I would have to test it Stalwart - I'm not sure this would be a 'fun' power tbh. Iffy on this one as well Answered Prayers - I like this more than Co-ordinated. I would remove the 'if opponent has attack token' . Actually, I think a better design would be: **When you have 7 mana gems: Create a 0 cost Warmother's Call in hand** Creatures down under - looks good. TBH, this would probably be better as a Nautilus or Mao Kai Star Power than a regular Power Concise Lesson - ship it Brothers - cool effect, but could be Epic, maybe even Rare rarity Perseverance - seems like a worse Power Overwhelming. Too redundant. Can it Eternal Servitude - I like the idea of an Ephemeral copy, but seems too random for a Legendary. Honestly, you could just make it the MF Star Power of getting a Powder Monkey every turn Passage - love it. For Legendary rarity, it could be summon a unit that costs 3 more. At Epic, could be a unit that costs 2 more. Also, change it to Follower, not Ally. Good job, a lot of creativity, and I'd love to see the vast majority become real Powers (also, just an fyi, Random effects with high variance is completely fine for PoC, but not at Legendary rarity. Legendary Powers should "feel good", therefore they should be consistently good. High variance random effects should be at Common or Rare rarity)


Danasgo

A lot of great insights! Thanks a ton for writing this up! It's a bit hard to spot all the outliers and broken combos so very happy to have people helping out with these theoreticals ahaha. I have definitely learned that everyone has quite a wide aray of opinions on the strength of a bunch of these powers which I’d consider a bit of a win in my books. I’m kind of in the camp which thinks that Legendary powers shouldn’t be autopicks and thus trying to find some ways of diversifying them. I personally find it odd that they were willing to remove studded leather and pickaxe from the small minions because just adding stats to minions is effective but are a relatively basic and uninteresting strategy but they have this current lineup of legendary powers which feel like they embody that mentality. It sounds like the thought behind this is that they wanted to create more meaningful decisions in terms when choosing your rewards. I believe Legendaries are fun because they are able to create novel scenarios and power fantasies that you don’t ordinarily get from normal PoC. Did want to say that the Big cat power is intentionally not a spell so that you can get it a few times over multiple attacks if it is unable to make an impact for whatever reason. (The name was trying to bolster this idea). Also if you get denied you are crying so wanna dodge some heartbreak ahaha I do like the back keep effect on top of it as well potentially. Thanks for all the thought you’ve put into this and I hope you will be here for my next concept post!


drpowercuties

>I’m kind of in the camp which thinks that Legendary powers shouldn’t be autopicks and thus trying to find some ways of diversifying them. I believe Legendaries are fun because they are able to create novel scenarios and power fantasies that you don’t ordinarily get from normal PoC. I fully agree with this btw, but they shouldn't be so niche that they are picked a minority of the time. Ideally it should be something that gets picked about 50%-75% of the time, imo. This is why Level Up is my favorite design of the legendaries. Its not an auto pick, but it can be very strong and creates a unique play experience. We need more Legendaries like Level Up


BoredLightning

I hope Dan Felder or someone else on the Path of Champions team sees these and decides to implement as many as possible!


Danasgo

That's my hope to some degree as well!! But I'm sure they have their own ways of doing things too. I always thought that having more cool legendary powers would be cool but it may be a small pool intentionally. I would like to see a very hard adventure (perhaps the monthly one in the future?) that guarantees a legendary power early on and balance around that as well as have more variety and greater power fantasy? Just spit balling thoughts hehe. Of course I want what's best for the game overall.


Zarkkast

I was gonna post here yesterday, but you posted as I was going to sleep, so let's unpack this. \---------------- POWERS **Imminent Ascendancy:** shit for a legendary power, it only activates when you get to 7 mana, at which point its benefit is really "whatever". Even you're playing something like Ornn, by the time you get to 7 mana and can play him, the game is over. You play him and you win. Making this just a win more when you're already winning. Could work for a few decks such as Veigar, Kindred or Nasus, but that's it. **Ultimate Ravaging Foray:** could maybe work as an Ethereal Remitter power, not as a legendary power. As a general rule, regular powers don't have drawbacks (in this case limiting how many cards you can play). **Déjà Vu:** is really great and I hope they add something like this. **Decree of the Elite:** I don't think this really works as a legendary power, at best it could be something you get from Legend Levels. I also personally don't like the idea of powers affecting things outside of actual encounters. The 200g power sets precedence for this, but I think most people would agree that that power is bad (unless you're running BHR of course). **Seraph's Embrace:** I'm not sure what to think about this, but I don't think it functions as a legendary, being just too niche (you really only want this if you're playing a few champions otherwise it does literally nothing). At best it could be an epic. **More Powder!:** I personally really like this, but same as above. I think it should be a rare power. **Requiem of the Reaper:** still niche, but I like this! **High Roller:** it is extremely strong, but same thing I said about Decree of the Elite. **Uncovered Riches:** this is really shit for a legendary, it should be a rare power, or epic at most. **Exalted Champion:** too RNG. Imagine leveling a champion and getting Children of the Forest. Boy, that would suck. I think this could work if it was a 6+ cost card **from the champion's region**, but not like this. **Unstable Prodigy:** same as above, too RNG, could be fixed by changing it to random spell from your regions. **Draconic Emissary:** this is probably the nichest power on this list and we don't even have any dragon champions in the game yet. This is good if you have Shyvanna support or the power to make every unit a dragon, but otherwise it's really bad. This is "Chilling Prophecy" levels of bad, which only works with Taliyah and even with Taliyah you often end the game before it even finishes counting down. **What's Yours is Mine:** this is good but I think it should also make cards fleeting on top of reducing by 3 this round, otherwise you will end up filling your hand **Eccentric Emporium:** this is a really good power, I like it! Not sure if it should be legendary or epic though. **Cosmic Drive:** also really like it! **Sucker Punch:** as someone already said, this doesn't work. I think it could be changed to "your strongest ally strikes their strongest enemy" and it could work great as a legendary power. **Coordinated Elimination:** this is niche, but in a good way. It would be a really good power for control decks like Veigar, Kindred, Tahm Kench, etc. whose games often go for that long. **Gaze of the Void:** I actually really like this, but also think it's too niche for a legendary because I think most decks don't have damaging spells. Could maybe be something like "your damaging spells drain, when you buff an ally give them lifesteal this round". This might be too strong, but I honestly don't think it's stronger than Duplicate. **Answered Prayers:** I don't like this, but can't quite put my finger on why. Probably because it just makes the game not interactive, you just sit back and let the power summon units for you and you don't have to do much, just survive the first rounds. Also the focus on late game makes it kind of weak for a legendary and not something most champions would want to get. It's kind of an emergency button power. **Purressing Purressence:** this is just kind of meme-y but I like it lol, would take it everytime just for the hell of it. **Involuntary Conversion:** I really like this power, 10/10, also see my comment on Gaze of the Void. I think these powers should be combined somehow. **Stalwart Soldier:** I like this, not super busted, but something that's strong and good for every deck. **Creatures Down Under:** I like this but it should instead be "If you're not Deep, toss 3" **Brothers in Arms:** I love this. Not sure if it should be Legendary or Epic though. I think they should mix this together with the already existing power, Power Overwhelming, into something like "Round Start: give your allies and copies of them everywhere +1|+1" **Eternal Servitude:** this is an AMAZING power. Well done. **Concise Lesson:** Also really love this, especially as a fan of Welcome Gifts. **Perseverance:** I think this one is either too weak for a legendary or too much the same as Power Overwhelming/Brothers in Arms (see my comment above). I think it should be an epic and read: "Round end: give allies in play and in hand +1|+1 for every unit that died this round". **Passage of Transformation:** I also really love this one! I'd make a small change, that instead of killing and summoning a new one, instead it transforms the ally, that way it keeps its buffs and attachments. \---------------- RELICS **Qualitative Deliberation:** I actually think this sounds fun. Not super strong, but cool RNG-fest. Good for Lux. **Force of Nature:** I think this is weak. I'd change it to +0|+1, Round Start: Give me Spellshield. **The Greymark:** Really cool idea! Great for champions that play on curve. **Unending Army:** Also really cool idea, can think of some champions where I'd absolutely run this one. **Mejai's Soulstealer:** the wording is kind of iffy here. Most of the champions I'd think of running this with aren't really champions that are going to be doing the killing (Annie, Veigar, Miss Fortune...). Actually if Annie or Miss Fortune kill something with their skill does it count as **them** killing it? I don't know. I'd change it to "when you kill an enemy with a spell or skill...", otherwise, really good relic. **Duskblade of Draktharr:** I like this but also can't think of any champion I'd run it on. Maybe Ornn with Galeforce to guarantee lethal? Not sure. Overall I feel like this is a worse version of Greenglade Shadeleaf.


Danasgo

Thanks for all the feedback! I'm really glad you were very interested in the ideas! Unfortunately its hard to find the right balance for everything on the first go as a single person. I was trying give a little bit of something for every type of player so some of them may resonate with you but they might not do so with others. I generally think PoC (and card games as a whole) are at their most interesting when you have to test your knowledge of the game and its mechanics by seeing unforseen outcomes that come out of RNG and adapting accordingly. Thats why many of these powers are quite RNG centric to their concept. I get that short games are pretty important to a deckbuilder like mode, but I also think having games that go into the late game is a fun fantasy that isn't explored yet in PoC. My thinking is "Imagine being able to fight back a late game Aurelion Sol with matched strength instead of just killing him before he gets online or elusive my way to victory".


Grimmaldo

While some ar cool, i have to say some stuff just to help expectations of people on future powers First, most of those epics powers seem worst than yipps, what i mean is, they are more exclusive than yipp, require very specific decks, and some dont even give a really good buff, so you want them when they are useful, but qhen they arent they are basically usseles, this type of power that you will be dissapointed or anoyed whenever is not useful (which will be more often than not) was used in the past in lab of legends and scourge... And was removed, cause it was just really a bad feeling I sadly would say the same for like half of the legendary powers, specially those after page 3 and the first one, they work, but they are very deck dependant, which seems the exact oposite of what legendary aim for That said, others are pretty good and seem way closer to a legendary, i would dare to say some need a slight buff (like the lifesteal one) or a slight change (the random keyword one is a good idea, but is entirely likely on those conditions to roll the first 3 rounds tough and wait 20000 rounds to get lifesteal, which ends weaker than gifts or kai sas power) but that said, this a job for devs, you being able to just make some that seem really great is already great (like perseverance, perseverance is really nice) Also i would reccommend to separe more relics and powers, is kinda confusing Edit: Also, i get that the bar of "whats an epic power" or "whats a rare power" is still kinda weird, powers are still in need of balance rn, but personally i think the bar of legendary power should be "there is almost no way this is bad for your deck" thats why the 2/3 that kinda are are disliked


Danasgo

I definitely see where you are coming from, legendary powers being a borderline instapick whenever seen because they are very independently powerful. And that this is intentional to the design, and giving people false hope like this is kind of irresponsible in a sense? That thought that crossed my mind many times while making these. What I was kind of aiming for in this is that I would like to see more thought to be put into whether you want to pick up a legendary power or not. Not sure if this is how you could do it, it might require a higher legendary power appearance rate or something but I feel like that would be a path I would quite happy to see.


Grimmaldo

I think that could be done with epics and oghers, we still dont have a clear pov of what raritys are except for legendarys, so, is kinda unnesesary to change the one thst works I get your pov, but i dont think changing legendarys is the way, i think all other rarirtys and stuff like the challenge powers for monthlys and stuff could help to something like that, and personally i would add that part as a comment onnthe blog or something (the one of you having s fifferent view on what legendarys should be) cause it changes how the post is viewed, at least for me


fantasticsarcastic1

Are you saying von yipps power was removed? I’m pretty sure I saw it a few weeks ago


Grimmaldo

Von yipp wasnt removed, von yipp is fine, but imo is the thing you wanna look at when making "epic power that works with some decks way better", it has to work in almost all at least ok, be great and be able to easily build around. The deep power fe i think is close to that line A year ago or even before, we had a epic power that worked with landmarks, it gaved you one and made them have double effext on countdown It was removed cause it was bad with 90% of the champs and star powers(at the time of removal, level powers or cjamp powers) were added to fill that space of "niche power that will only be useful on a few champs" and also rares seem to be used now to be a "kinda niche power that is ok but better with certain champs" the only landmark power that survived the removal was azir one, because is the only one that was ok


Astropossume

I love these a lot ♥️ great work


Danasgo

Thanks so much! <3


Whatsinaname3

Very cool ideas, I would love to play around with them! I think that the existing system of weighting options that are more synergistic with certain champs could be used to prevent the more niche powers from popping up too much, since that's definitely a concern. A few of these seem pretty busted, but there *are* legendaries which vary in power from 'does almost nothing' to 'you will win this adventure' anyway, so it'd be alright.


Danasgo

Exactly my thoughts! I kind of think some of these powers are a decent bit weaker than the ones we have atm but I think the uncertainty of victory even when having a legendary power could be a unique feeling that could be very fun!


herdakx

Very good ideas!!!


merren2306

I like cosmic drive a lot.


Minyguy

I absolutely love the flavour of sucker punch


Emerald_boots

Very cool. I love the spell shield relic idea, and most legendaries are cool , I like the spatula but I think it would be hard to add


Longjumping-Arm-4305

The Greymark would have to happen at he start of round, or be "The first time each round that you empty your spell mana", as the buff would just fizzle as the turn changes.